Ship Equipment

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Ship Equipment is a generic term describing structures, devices, fittings, and equipment associated with spaceships, starships, big craft, smallcraft, and other vessels.

Description (Specifications)

Ship Equipment has been divided into a number of sections to facilitate ease of use:

1. Intrinsic Items (Hull & Structure)

  1. Airlock
  2. Bulkhead Wall AKA Bulkhead
  3. Cargo Hold
    1. Cargo Container
    2. Modular Cargo Container
  4. Fuel Scoop
  5. Hardpoint AKA Ship's Hardpoint
  6. Hatchway
  7. Hull
  8. Interior Wall
  9. Iris Valve
  10. Landing Gear
  11. Lift Shaft
  12. Maintenance Hatch
  13. Manual Hatch
  14. Refrigerated Hold
  15. Secret Cargo Hold
  16. Sliding Door
  17. Standard Door
  18. Viewport

2. Machinery (Power & Propulsion)

  1. Acceleration Compensator
  2. Acceleration Couch
  3. Alternative FTL Drive
  4. Fuel Treatment Plant
  5. Jump Drive
    1. Lanthanum
    2. Zuchai Crystal
  6. Jump Governor
  7. Maneuver Drive
  8. Power Plant
  9. Ship Fuel
  10. Ship Hull Grid

3. Control & Electronics (Bridge & Electronics)

  1. Astronics
  2. Avionics
  3. Bridge
  4. Command Chair
  5. CommCaster
  6. Communications Equipment
  7. Computer
    1. Computer Control
    2. Control Console
    3. Control Panel
    4. Fire Control Computer
    5. Ship’s Computer
  8. ECCM
  9. ECM
  10. Electronics
  11. Ship Bridge
  12. Ship Sensor Suite
  13. Ship Transponder
  14. Workstation

4. Armament & Defenses (Offense & Protection)

Defensive Systems

  1. Screens & Defenses
    1. Damper Series
      1. Meson Screen
      2. Nuclear Damper
      3. Proton Screen
    2. EMM (Hull Masking)
    3. Force Field Generator ("Globe Series")
      1. Black Globe Generator [1]
        1. Alpha class Black Globe Generator [2]
        2. Beta class Black Globe Generator [3]
        3. Gamma class Black Globe Generator [4]
      2. Silver Globe Generator [5]
      3. Stasis Globe Generator [6]
      4. White Globe Generator [7]
    4. Glacial Camouflage Generator
    5. Repulsor
    6. Sandcaster
    7. Scrambler Series
      1. Electronic Scrambler
      2. Gravitic Scrambler
      3. Magnetic Scarmbler
    8. Tractor/Pressor

Equipment Mounts

  1. Bolt-In Mount
  2. Barbettes
    1. Single (3 ton)
    2. Dual (5 ton)
  3. Battery AKA Weapon Battery
  4. Bays
    1. Small (50 ton)
    2. Large (100 ton)
    3. Main (200 ton)
  5. Casemate (Fixed Mount)
  6. Deployable Mount
  7. Extendable Mount
  8. Ship's Hardpoint
  9. Ship's Turret
    1. Single (1 ton)
    2. Dual (1 ton)
    3. Triple (1 ton)
    4. Quad (1 ton)
  10. Spinal Weapons Mount AKA Spinal Mounts
  11. Surface Mount

Offensive Systems

  1. Weapons
    1. Data Caster
    2. Disintegrator
    3. Disruptor
    4. Fusion Gun
    5. Inducer (aka "Jump Inducer")
    6. Jump Damper
    7. Jump Projector
    8. Lasers
      1. Beam Laser & Heavy Beam Laser
      2. Mining Laser
      3. Pulse Laser & Heavy Pulse Laser
    9. Meson Gun
    10. Missile (Conventional / Kinetic Kill / Nuclear / Antimatter)
      1. AM Missile
      2. KK Missile
      3. Salvo Rack
      4. Torpedo (Heavy Missile)
    11. Rail Gun
    12. Particle Accelerator
    13. Plasma Gun
    14. Slug Thrower
    15. Stasis Projector
    16. Tractor/Pressor

5. Fixtures & Fittings (Special Equipment)

  1. Cabin
  2. Common Room
  3. Emergency Locker
  4. Fresher
  5. Galley
  6. Grav Plate
  7. Head
  8. Hydroponics
  9. Inertial Compensator
  10. Lab Space
  11. Life Support
  12. Low Berth AKA Cryo Capsule (Cold Sleep)
  13. Mail Vault
  14. Ordinance Locker
  15. Secure Locker
  16. Ship Furnishing
  17. Ship's Locker
  18. Ship's Magazine
  19. Ship Module
  20. Sick Bay
  21. Spin Habitat
  22. Stateroom

6. Subcraft (Smallcraft, Bigcraft, Ship's Vehicles, etc.)

  1. Drop Troop Pod Launcher
    1. Drop Capsule
      1. Drop Trooper
  2. Hangar
    1. Subcraft
      1. Variety of subcraft including: Fighters, Shuttles, Cutters, Bigcraft, etc.
  3. Launch Tube
    1. Smallcraft
      1. Fighter
  4. Vehicle Bay
    1. Ship's Vehicle
      1. Variety of vehicles including: ATV, Air/raft, etc.

History & Background (Dossier)

Vessel equipment has changed greatly over the years and it's a remarkable testament to Charted Space that many different kinds of equipment at many different tech levels is still widely used and serviced throughout inhabited space. [8]

Worlds can have widely varying technology. A high-tech world with contragravity and fusion power may exist just parsecs from one relying upon steam power - or stone axes. There is no "prime directive" to prevent the sale of high technology to the savages - but what would they pay with? So Charted Space is a mix of industrial worlds and hardly-explored backwaters. [9]

In such a tableau, ship equipment can be highly variable. A tramp freighter captain may be forced to repair a TL-15 Ship's Computer with TL-6 vacuum tubes or worse! Finicky jump drives designed at TL-11 might break down and be forced to be repaired with TL-14 components that are both higher tech and designed for an entirely different technological base. In this manner, the ships and technology of Charted Space eventually grow into a melange of cobbled together technologies and scientific approaches to sophontic advancement. A good ship's engineer and engine helmsman is worth their weight in gold... or lanthanum! [10]

Ship's Mascots & Pets

A number of creatures have become popular with crew as ship's mascots or pets:

  • Ship's Cats (specially bred species: vermin control, mascot)
  • Focaline Tree Rats

References & Contributors (Sources)

This list of sources was used by the Traveller Wiki Editorial Team and individual contributors to compose this article. Copyrighted material is used under license from Far Future Enterprises or by permission of the author. The page history lists all of the contributions.
  1. Marc Miller. T5 Core Rules (Far Future Enterprises, 2013), 400-403.
  2. Marc Miller. T5 Core Rules (Far Future Enterprises, 2013), 403.
  3. Marc Miller. T5 Core Rules (Far Future Enterprises, 2013), 403.
  4. Marc Miller. T5 Core Rules (Far Future Enterprises, 2013), 403.
  5. Marc Miller. T5 Core Rules (Far Future Enterprises, 2013), 400-403.
  6. Marc Miller. T5 Core Rules (Far Future Enterprises, 2013), 400-403.
  7. Marc Miller. T5 Core Rules (Far Future Enterprises, 2013), 400-403.
  8. Information provided to the library by Maksim-Smelchak
  9. Martin DoughertyHunter Gordon. The Traveller's Handbook (QuikLink Interactive, 2002), 15.
  10. Information provided to the library by Maksim-Smelchak